Gaming Guide

Castlevania: Belmont’s Curse — How to Beat Carmilla

Reach the Observation Tower, survive the blood columns, and claim The Occultist card with the Blood Spikes spell.

Reach the Observation Tower, survive the blood columns, and claim The Occultist card with the Blood Spikes spell.

Image: KONAMI

Carmilla waits in the flooded chamber atop the Observation Tower in the Library, fighting from the blood. She bursts up to hurl skulls and columns of blood, then submerges and appears at a new spot. Keep moving, attack whenever she surfaces, and survive one last wave that covers the screen; then she drops, ready to be finished.


Reaching Carmilla: the Planetarium and astrolabe puzzle

Carmilla’s hall sits above a puzzle you have to solve first. Work through the Planetarium in the Library, then the Observation Tower, before the boss bar can appear.

Make your way over the rotating rings in the Planetarium and enter the adjoining Lecture Room. In its study, inspect the Star Chart on the desk along the rear wall. The chart links constellation points across a figure and records “NEW CLUE ABOUT THE OCCULTIST”.
Use your grapple to climb the shaft leading to the Observation Tower. A hooded statue provides the clue “Magical Brush”, while a desk holds a treatise about a blood-red lunar eclipse.
Work out the giant astrolabe by rotating its rings until the planetary nodes follow the constellation pattern shown on the Star Chart. Correctly aligned nodes glow, with golden beams linking them.
New vertical grapple points open into a ceiling passage leading to a save room with an armchair. Rest there (INTERACT [R1]) before you go in.
Enter the boss hall through the door on the right. Grapple upward through the tall vertical hall using the yellow hook rings. A cutscene plays, followed by the health bar.

The blood hall arena

The battle is set in a gothic hall where blood reaches knee height. A massive red blood moon looms behind stone pillars, with skulls and statues lining both sides. At the screen’s bottom is a single red bar labeled CARMILLA.

Carmilla bar and blood hall386:57Carmilla bar and blood hall
The blood hall at the top of the Observation Tower, with Carmilla's single health bar. Shown at 386:57 in Shirrako’s video. Image: KONAMI

You can slide, jump, and dash over the blood-covered floor. Carmilla shifts from one side of the hall to the other, disappearing beneath the pool to change position and keeping the arena in motion.


Carmilla’s attacks and how to avoid them

Learn the openings and you create your own chances to hit her.

Blood pentagram

A numbered red pentagram marks you as its target, and its count ticks down before it detonates in a white flash at zero. You can avoid it by leaving the circle before the countdown expires; a “MISSED” label appears if the attack doesn’t connect.

Skull escorts

Carmilla may summon one or two big white skulls beside herself, sending them straight toward you. Evade with a jump or slide, whip them out of the air, or block them with Holy Light (L2).

Blood columns and lunge

Carmilla emerges from the pool on the left and lunges as a line of tall blood pillars erupts from the floor. Dash through the spaces between pillars, not into them. Slide beneath her lunge and counterattack when the pillars subside.

Blood columns and lunge387:34Blood columns and lunge
Striking Carmilla as the blood columns burst up — hit her in the gaps, not through a column. Shown at 387:34 in Shirrako’s video. Image: KONAMI

Blood shield

Blood spikes thrust up around the pool as Carmilla encases herself in a red crystal shell. Strike the shell itself; it will break and leave her vulnerable.

Blood dive

Carmilla vanishes beneath the pool, and silence settles over the room. She may appear again at the centre or by a wall, often with a skull alongside her. Strike the moment she reappears.


Surviving the final blood-column rain

When her health bar is almost depleted, dark red curtains descend from the arches and Carmilla disappears from view. Ripples move across the blood-covered floor, followed by dense volleys of blood columns and spikes that sweep across the hall.

You cannot deal damage during this phase. Jump, dodge and slide to thread the gaps between the columns and wait it out. Do not let yourself get cornered.

Treat the rain purely as a movement test.

After the rain stops, Carmilla falls from the moon to the floor and lands on her knees. Close the distance and finish her with a flurry of attacks.


Rewards after the kill

Defeating Carmilla unlocks the trophy “Blood for Blood”. Her body becomes a radiant golden orb. Strike it until the Arcana card The Occultist emerges, then select “SEE SPELL”.

That card carries the spell Blood Spikes: “Summons blood spikes to impale nearby enemies, dealing low damage and causing them to [blood status icon]. Always targets the furthest enemy on the platform.” Hold Square to equip it and press Cross to continue. Carmilla then warns, “You may have stopped me, but you cannot stop Lord Dracula. Unless…”

A few minutes later, in a Library hallway, you gain the Aerial Rush ability. Hold the left stick sideways and press Circle in the air to propel yourself sideways, as the prompt spells out: “PRESS [left stick]+[Circle] TO PROPEL YOURSELF SIDEWAYS WHEN ROSE IS IN THE AIR”.